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[CSO ReAPI] Balrog-7


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GoodbayKOD
Junior Member
Join Date: Oct 2021
Old 07-01-2022 , 08:58   [CSO ReAPI] Balrog-7
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CSO Balrog-7 [ReAPI ver]


An optimal version and using reapi hooks, in addition to the engine module (less memory consumption)
please don't start with debates about whether fakemeta > engine


Reqs:
Amxmodx +1.9.0
ReGameDLL & ReAPI
Attached Files
File Type: zip Balrog-7 Resources.zip (595.3 KB, 93 views)
File Type: sma Get Plugin or Get Source (cso_weapon_balrog7.sma - 179 views - 15.6 KB)
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Last edited by GoodbayKOD; 07-01-2022 at 09:00. Reason: forgot author
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Snake.
Senior Member
Join Date: Jul 2017
Old 07-01-2022 , 16:13   Re: [CSO ReAPI] Balrog-7
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Nice plugin, thanks sir
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Celena Luna
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Join Date: Aug 2013
Location: Nagazora
Old 07-05-2022 , 12:56   Re: [CSO ReAPI] Balrog-7
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Is there particular reason why you using ReAPI?
You can hook Reload and Deploy with Ham and you using both entity_set_int (engine) and set_member (reapi) while both doing the same thing

P/S: This one I am not sure but is it necessary to unregister_forward?
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GoodbayKOD
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Join Date: Oct 2021
Old 07-10-2022 , 12:39   Re: [CSO ReAPI] Balrog-7
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Quote:
Originally Posted by Celena Luna View Post
Is there particular reason why you using ReAPI?
You can hook Reload and Deploy with Ham and you using both entity_set_int (engine) and set_member (reapi) while both doing the same thing

P/S: This one I am not sure but is it necessary to unregister_forward?
sorry I didn't answer sooner, I've been working all week

I use reapi for its direct and fast way to call hooks (you can check it in the RegameDLL sdk).

PHP Code:
entity_set_int 
&
PHP Code:
set_member 
do totally different things, maybe you meant to refer to
PHP Code:
set_entvar 
and about unregister_forward, you need these conditions, otherwise you would be registering the hook several times when this function is called
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Last edited by GoodbayKOD; 07-10-2022 at 12:41.
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